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Pretty much what it says. I have a huge scene and I'm wondering if it saves any if I use box & capsule colliders as opposed to mesh colliders? When I import a model into my scene I usually just have it generate colliders to save time but maybe that is not the best thing to do? Any thoughts on this?
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I would stick with basic colliders such as the box collider. Mesh collision is expensive and can often have the same results as a box. But, if you are needing a more accurate solution, go with something more complex like the mesh. Thanks ChefZweegie, Yeah I have a huge building with loads of objects inside all set to generate colliders, it plays not bad on my machine a little choppy here and there, more choppy in the same locations on slower machines so I'm wondering if perhaps switching up a lot of stuff like my plant boxes (complete with a hilly sort of mesh plane inside for soil) and a lot of other intricate geometry that collision wise could be simplified with just a box collider. Would doing this greatly improve performance or would it not make that much to really go to the trouble?
Dec 12 '11 at 03:33 AM
Michael 12
It'll really depend on where your game is hitting a bottle neck. If you are creating the game for public use, I would aim for as much compatibility as possible and put in the boxes. If it is for a select few, it may not be as important. I'm huge on optimizing, so I would personally change it to boxes.
Dec 13 '11 at 04:02 AM
ChefZweegie
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You can do either what ChefZweegie suggested, or if you want more accurate results at a fraction of the cost of a mesh collider, consider compound/complex colliders. This video by 3D Buzz does a great job of explaining how you could do this; but basically you parent together multiple empty gameobjects and apply the primitive collider (box, capsule, sphere etc) that you need to each empty from the Component > Physics menu.
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